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Everything posted by pulsr
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From everything I've gathered on Elphelt is she fights at a range that is ideal for Chipp to be in 5s/2s range, but her normals and kit just lead to far better results for her (she gets a knock down from max range while Chipp is going to get some girly rekka damage. Chipp is forced to either fight in a range he can't really keep up in. As much as I would prefer to just run around for 99 seconds and run the clock out, the fact she can put the mine thing on the screen really kinda... makes movement that much more restricted. The match up, to me, has this claustrophobic feel to it and makes it hard to play the way you would want to play Chipp in. I have a pretty bad track record versus JP Millias, they just seem to run around in the air and hit buttons and I'll get clipped and then lose the match to impending mixups.
- 260 replies
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Yeah, I don't know what happened to his HS ;[ the 6k nerf, I actually don't think it was a nerf so much as it's just back to shitty reload version, it's probably a level 1 move too ( haven't looked at the frames). I'm pretty sure that move changed in every version of GG. I'm not sure, kensou, but i think air leaf grab can actually hit people in the air too? I hella don't know. As for the good? 22p i love that teleport. j2k knocking down is pretty cool, i don't think it did that before? I stopped playing chipp after slash so I don't really remember. YRC air throwwwwwwwww, I don't really use it because I forget he can do it, but it's pretty hype knowing you can do cool things from an air throw. air kunai super is pretty cool, it's pretty neat for the ground bounce into mash more super goodness. To me, he feels pretty good and while the HS and 6k nerf are there, I never really found myself hard pressed for needing to use those buttons anyways. 2s and s more or less feel the same though, I can't remember if 2s was jcable or not haha.
- 260 replies
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Nope, realistically you'll probably want to do 5C, sweep, into stance cancel oki 2D though. sweep 236aa is fine too. You can corner push like a boss with 5c 2b 2c. I use it a lot, but I shouldn't really do it since they can tech in the air after c,2b,2c
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https://www.youtube.com/watch?v=uOLK1GV1jEQ I've been forcing myself to use this more in matches. It's pretty amazing. If you finish with the 236BB it is amazingly amounts of + frames. You can dash up afterwards with a 2D and it'll be godly meaty.
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I use FF all the time in my combos. I like doing 4400. Using FF in your combos lets you avoid using your ground bounces and what not so you can just slap on all your supers at a much longer combo.
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Excessively long combo? Corner - A, A, 5C, 22A, 236A, 2C, 2D, 214A (has to detonate the lowest note without the note hitting the enemy) 5AAA, 214A? That's the combo I'm currently playing around witih.
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https://www.youtube.com/watch?v=_dNb5PFaT-Y this is what i settled on since i figure having 214bs in your combo is just going to make it not work if you aren't exactly midscreen. also, i'm positive using j.2b for a knock down is going to give you ass for oki. I really wanted to get my earlier combo to end with a 214b and see if it was still untechable, i doubt it though.
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Or they can just assault forward since that setup will actually puts you in the negative.
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3c j.2c 236b doesn't really give you oki unless you are in the corner. They can always up back from that situation no matter what you do.
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Might just be there @.@
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https://www.youtube.com/watch?v=It6pxWzQMu these totally work midscreen.
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Throw fireballs till something hits. Unless you actually mean breaking their guard. If i want to break their guard I usually go for some ghetto high low mix up using her fly.
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I'll let you guys know, but having a charged jump c doesn't necessarily net you more damage. It has heavier hit stun scaling so you are basically limiting your options for later. Like if you watch my video you'll see I rarely ever use it.
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yeah doing the extra 5c makes the combo a bit more difficult it might even be character specific.
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you can do 2c 5c after the j2c for more damage.
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Just do 3c, j.8c,j.c,j.2c 236b,6c 669 bbj2c it does like 3100~ its 100% consistent since you can delay the first j8c depending on the height.
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every combo that i posted in my video goes into the most meaty oki setup possibl (that i know of)
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https://www.youtube.com/watch?v=EDYu75bvUh4&feature=youtu.be I enjoy this combo very much. You can probably something more in there since I still haven't used the jump cancel in it. As for Merkava matchups, I tend to get into max A windball range and just kinda match distance. If they jump I throw it out and go in.
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https://www.youtube.com/watch?v=OOMwoMvdQ1I As long as you can get a low j2c 236B is pretty damn strong as an oki tool. The person can always roll back though. I
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I'll probably make a video for everything I have later today. My b starter combo is B, 5c, 236c a, 669 c, j2c, 3c, 9bb, j2c, 2c, 214a a This is the most stable combo I have.
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As far as I can tell dolphins are safe on block. I wasn't able to punish them at all with Chipp. They could always jump.
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this is probably more so for me, but I want to test xxxx 2d, kabuki, shuriken alpha blade.
- 260 replies
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[Xrd] News & (Theoretical) Gameplay Discussion
pulsr replied to Shinjin's topic in Guilty Gear General
I played the game for a long ass time yesterday. I don't know if the meter build is slightly different for characters, but Chipp can build a quarter of a bar just running from one side to the other. I don't know if that applies to everyone else. If you block while FDing your meter is depleted insanely fast. JI is still in the game, it made me happy and sad at the same time. -
It's 1 but it has an insane amount of recovery for a chipp normal. You definitely can't spam it if they were to double jump.
- 260 replies
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Yeah, that is what I ended up doing. He is pretty fun i played him all day today. Yrc find me is super hilarious. Find me is insanely strong. He also still needs to JI for 2hs combos. On the floaty characters 2d, kabuki ( 623hs ) is a knock down from max range it is quite lovely. His wall info moves are hilarious. You can leaf grab off the wall and it is a grab move till he hits the floor. I don't think it hits people in the air. His vortex is still intact. I didn't really get to use his Kunai super since he has his shitty reload j.d. God that move makes me mad. His new 6p has a crap ton of recovery. Yrc teleport is pretty great.
- 260 replies